This is the complete list of Legacy Honor Skills (prior to 2024 update) Use the filters to narrow down your selection.
Skill Name | Polarity | School | Discipline | Required Honor | Use | Duration | Range | Description | Class Restriction |
---|---|---|---|---|---|---|---|---|---|
Sacrifice | Order | Virtue | None | 14 | passive | battle | self | If a blow would put a friendly below 0HP, as a reaction, may move out of turn (up to 2x maximum movement on foot) to intercept and take the damage onto yourself • If this casues you to fall below 0HP instead, all enemies w/in 1"/lvl are stunned for two rounds. |
Knight, Guardian, Vigilante, Paladin, Wizard, Swashbuckler, Samurai |
Authority | Order | Oath | None | 7 | passive | battle | 0.5"/honor radius | gain +1 /5 levels to Initiative Score when determining turn order and may re-roll failed Resolve tests | Knight, Guardian, Vigilante, Paladin, Wizard, Swashbuckler, Samurai |
Patience | Order | Virtue | None | 13 | passive | battle | self | if no offensive instants or actions are taken for one round (including as a result of CC) on the next round caster has +1 damage/level and +1 hit/level | Knight, Guardian, Vigilante, Paladin, Wizard, Swashbuckler, Samurai |
Excellence | Order | Oath | None | 13 | passive | battle | 0.5"/honor radius | once per round may re-roll any miss (including a critical) but must abide by second roll | Knight, Guardian, Vigilante, Paladin, Wizard, Swashbuckler, Samurai |
Resilience | Order | Virtue | None | 12 | passive | battle | self | negates all types of physical damage (at 0.5/level) does not stack with any other form of damage negation or absorption | Knight, Guardian, Vigilante, Paladin, Wizard, Swashbuckler, Samurai |
Perseverance | Order | Oath | None | 6 | passive | battle | 0.5"/honor radius | +1 hit per level for all types of damage | Knight, Guardian, Vigilante, Paladin, Wizard, Swashbuckler, Samurai |
Wisdom | Order | Virtue | None | 11 | passive | battle | self | choose one resistance before the battle begins, increase that resistance by 3 per level of caster | Knight, Guardian, Vigilante, Paladin, Wizard, Swashbuckler, Samurai |
Protection | Order | Oath | None | 12 | passive | battle | 0.5"/honor radius | grants +1 AC/level of caster to all friendlies w/in oath radius but reduces the casters AC by the same amount, any un-engaged enemy inside the oath radius must attack the caster if they are the closest target unless passing a Resolve test | Knight, Guardian, Vigilante, Paladin, Wizard, Swashbuckler, Samurai |
Courage | Order | Virtue | None | 10 | passive | battle | self | Gain +2HP/level and +3 Resolve whenever the combined Threat Rating of enemies within 3" is greater your level | Knight, Guardian, Vigilante, Paladin, Wizard, Swashbuckler, Samurai |
Purity | Order | Oath | None | 11 | passive | battle | 0.5"/honor radius | all resistances increased by 1 per level of caster | Knight, Guardian, Vigilante, Paladin, Wizard, Swashbuckler, Samurai |
Faithfulness | Order | Virtue | None | 9 | passive | battle | self | reduces difficulty of faith based abilities by 1 for level 1-10, 2 for level 10+ (can't reduce below 1) and increases all faith based healing effects used on you by 20% | Knight, Guardian, Vigilante, Paladin, Wizard, Swashbuckler, Samurai |
Purpose | Order | Oath | None | 5 | passive | battle | 0.5"/honor radius | Choose a single enemy target. Until that enemy is destroyed, incapacitated, or otherwise defeated gain +1 movement. When defeated, can use a reaction to selecta new target. | Knight, Guardian, Vigilante, Paladin, Wizard, Swashbuckler, Samurai |
Battle | Order | Virtue | None | 8 | passive | battle | self | +3 Initiative Score • while the virtue is active any 'strike', 'shot', or unarmed attack has +0.5 dam/level • if you did not attack with your main hand on the previous round may attack twice with your main hand, however the second attack cannot be a special ability/skill of any kind |
Knight, Guardian, Vigilante, Paladin, Wizard, Swashbuckler, Samurai |
Service | Order | Oath | None | 14 | passive | battle | 0.5"/honor radius | Gain +2HP per level of caster | Knight, Guardian, Vigilante, Paladin, Wizard, Swashbuckler, Samurai |
Justice | Order | Virtue | None | 7 | passive | battle | self | while active, grants two mutually exclusive instant skills that can be used against any humanoid target w/in 10" that attacked someone in your party (or a non-combatant) • Justice Demanded: an instant that treats the target as Taunted if failing a Resolve test • Justice Served: an instant that grants +0.5 hit/level on your next attack, and if hitting automatically stacks an honor code |
Knight, Guardian, Vigilante, Paladin, Wizard, Swashbuckler, Samurai |
Valor | Order | Oath | None | 10 | passive | battle | 0.5"/honor radius | Gain +0.5 damage/level when facing an enemy group or single opponent that has a higher Threar Rating than the party (where the parties Threat rating is equal to the combined level of all PCs +Threat Rating of any pets/minions), gain +0.5 damage/level • recalculate the Threat Rating of both groups each time someone is knocked unconscious or killed |
Knight, Guardian, Vigilante, Paladin, Wizard, Swashbuckler, Samurai |
Honor | Order | Virtue | None | 6 | passive | battle | self | +1 to hit per level for all types of damage and +5 Advantage on Honor tests when rolling to stack a Code • may also use an Instant to auto-stack a Code |
Knight, Guardian, Vigilante, Paladin, Wizard, Swashbuckler, Samurai |
Vitality | Order | Oath | None | 8 | passive | battle | 0.5"/honor radius | +1 Vigor/round OR +1 Spirit/round OR +1 Fury/round, increases to +2 at level 6-10, +3 at level 11-20 | Knight, Guardian, Vigilante, Paladin, Wizard, Swashbuckler, Samurai |
Strength | Order | Virtue | None | 5 | passive | battle | self | +1 physical damage and +0.5 Advantage/level for Strength Stat rolls | Knight, Guardian, Vigilante, Paladin, Wizard, Swashbuckler, Samurai |
Voracity | Order | Oath | None | 9 | passive | battle | 0.5"/honor radius | +1 melee damage from level 1-5, +2 melee damage from level 6-10, +3 melee damage from level 11-20 | Knight, Guardian, Vigilante, Paladin, Wizard, Swashbuckler, Samurai |
Penance | Order | Dishonor | None | 4 | passive | permanent | self | -5 Initiative (including Initiative Score) and -2/lvl to hit or cast | Knight, Guardian, Vigilante, Paladin, Wizard, Swashbuckler, Samurai |
Weakness | Order | Dishonor | None | 3 | passive | permanent | self | -1 Damage/level , -2 Max HP/level | Knight, Guardian, Vigilante, Paladin, Wizard, Swashbuckler, Samurai |
Shame | Order | Dishonor | None | 2 | passive | permanent | self | -1 Movement and -2 Disadvantage on all stat rolls | Knight, Guardian, Vigilante, Paladin, Wizard, Swashbuckler, Samurai |
Cowardice | Order | Dishonor | None | 1 | passive | permanent | self | afraid of own actions, must pass a Resovle test prior to taking any action or moving towards any foe | Knight, Guardian, Vigilante, Paladin, Wizard, Swashbuckler, Samurai |
Disgrace | Order | Dishonor | None | 0 | passive | permanent | self | cannot use Honor Codes and typically can never regain thier honor, depending on class and title system may be expected to commit ritual suicide (Seppuku) | Knight, Guardian, Vigilante, Paladin, Wizard, Swashbuckler, Samurai |
Merciful Strike | Order | Code | Chivalry | 1 | action | 1 rnd per stack | melee | A melee strike that cannot reduce target below 0 HP or cause a loss of Honor in any way, also prevents healing of any kind for one round per stack | Knight |
Honor Strike | Order | Code | Chivalry | 1 | action | immediate | melee | A melee strike that adds 1/2 of your current Honor as bonus damage applied AFTER any other multipliers (i.e. Critical Hits, Blessing of Might, Omen of Destruction, etc...) • at 2 stacks increase bonus damage to 1x current Honor • at 3 stacks increase bonus damage to 2x current Honor |
Knight |
Champion Strike | Order | Code | Chivalry | 1 | action | immediate | melee | A melee strike that has +5 hit and +2 damage, per stack | Knight |
Justice Strike | Order | Code | Chivalry | 1 | action | immediate | melee | A melee strike that causes the target to be Taunted if failing a Resolve test • apply -3 Disadvantage at 2 Stacks and -6 Disadvantage at 3 Stacks |
Knight |
Ardent Strike | Order | Code | Chivalry | 1 | action | immediate | melee | A melee strike that even if missing forces the target up to 2" back. This does not count as disengaging from combat and cannot cause collision damage. On the targets next turn they must pass a resolve test if they wish to move back into base contact. At 2 stacks they suffer -3 disadvatnage and at 3 stacks -6 disadvantage. | Knight |
Honorable Defense | Order | Code | Chivalry | 1 | instant | battle | self | Once activated, negates one physical damage per stack or three physical damage per stack if victim of a critical hit, for the remainder of the battle or until losing any Honor | Knight |
Loyalty | Order | Code | Chivalry | 1 | instant | battle | 10" | Select one friendly target, for the duration of the battle that target has +2 Initiative Score per stack. If the Knight is not mounted then they also gain +1 movement per stack when moving towards the selected friendly target, doubling if the target is unconscious or slain. | Knight |
Forbearance | Order | Code | Chivalry | 1 | instant | 1 rnd per stack | self | If failing to deal damage or if no offensive actions were taken on the previous round, for one round per stack, the next strike or regular melee attack has increased critical hit chance, based on ONE of the following: Parry % added as critical hit chance (i.e. Parry 15% would equal +15% crit) • Cleaving % doubled (i.e. Cleaving 10% would become Cleaving 20%) • Stun % added as critical hit chance (i.e. Stun 8% would equal +8% crit) • Armor Piercing value added as critical hit chance (i.e. Armor piercing -10 would equal +10% crit) |
Knight |
Prudence | Order | Code | Chivalry | 1 | instant | battle | self | Grants +1 reaction per stack each round | Knight |
Duty | Order | Code | Chivalry | 1 | instant | 1 attack per stack | self | If acting under orders or working to complete a specific quest or mission, the next (one per stack) melee attack of any kind doubles the number of dice rolled for damage | Knight |
Watch Your Back | Chaos | Code | Street Justice | 1 | instant | battle | 10" | Single target, for the remainder of the battle all attacks (including from other party members) from behind the target have +10 hit per stack and cause no dishonor | Vigilante |
Outrage | Chaos | Code | Street Justice | 1 | instant | immediate | self | Gain three Fury per stack (for melee AoE abilities, assume one attack means one target hit) | Vigilante |
Revenge | Chaos | Code | Street Justice | 1 | instant | next attack | varies | Next regular attack or strike does max damage if the target wounded you during its last turn • max one target per stack |
Vigilante |
Even the Odds | Chaos | Code | Street Justice | 1 | instant | 2 rnds per stack | melee | Incapacitate a humanoid target for two rounds/stack or until taking damage, only consumable if the enemy outnumbers you | Vigilante |
Judge, Jury, Executioner | Chaos | Code | Street Justice | 1 | instant | 1 attack per stack | melee | If the Vigilante deems the target is guilty of a crime, may attack it twice with same weapon up to one time per stack | Vigilante |
Defensive Rush | Order | Code | My Brother's Keeper | 1 | reaction | immediate | 3" per stack | Move out of turn to intercept an attack that would otherwise be made on a friendly (counts as instant in your next turn) | Guardian |
Call to Arms | Order | Code | My Brother's Keeper | 1 | action | immediate | 10" | All friendlies in a 10" radius (not including self), receive one Action Point (AP)/stack to redeem at any time during their own turn, where: • 1AP = free instant, 1AP = free move, 2AP = free action (max one each) |
Guardian |
Strength of the Guardian | Order | Code | My Brother's Keeper | 1 | instant | 1 attack per stack | self | The next one melee attack per stack does max damage • for melee skills/attacks with AoE, assume one attack means one target hit |
Guardian |
Guardian's Roar | Order | Code | My Brother's Keeper | 1 | instant | immediate | 10" | All enemies in range must immediately pass a Resolve test or • 1 stack=attack guardian next turn • 2 stacks=flee • 3 stacks=stunned 1 round |
Guardian |
Shield Brother (Sister) | Order | Code | My Brother's Keeper | 1 | reaction | immediate | 8" | May throw an equipped shield with range = STR during the enemy's turn to attempt to block (with +3/stack) an attack made on a friendly (but must retrieve shield before activating again) • this skill may be used on an ally without throwing your shield if you are in base contact with both them and their opponent |
Guardian |
Origin Strike | Balance | Code | Spiritual Truths | 1 | action | immediate | melee | Treat as a Melee "Strike" spirit power • also consumes 3 spirit per stack • weapon damage plus +1d6 per stack, where damage is based in the type of spirit power target is most susceptible to • if target is a Spirit-based beings/creatures (i.e. Elementals, Dragons, Realm Dweller, etc…) add an additional +1 damage per stack |
Wizard |
Reaping and Sowing | Balance | Code | Spiritual Truths | 1 | instant | 1 rnd | self | For 1 full round, 1/3 (per stack) of any damage dealt against the Wizard is also reflected back on those who dealt it (use same hit roll) | Wizard |
Shield of Truth | Balance | Code | Spiritual Truths | 1 | instant | until destroyed | self | Creates a damage shield around the wizard that works against all damage types, 1d12 per stack | Wizard |
Threads of Creation | Balance | Code | Spiritual Truths | 1 | instant | immediate | 10" | Restores 10 HP per stack to a single target of the 1st, 2nd, or 3rd Creation • cannot critically hit or miss |
Wizard |
Spiritual Rejuvenation | Balance | Code | Spiritual Truths | 1 | instant | immediate | 10" | Restores 10 Spirit per stack to a single target of the 1st, 2nd, or 3rd Creation • cannot critically hit or miss |
Wizard |
Holy Devotion | Balance | Code | Faithsworn (Holy) | 1 | instant | battle | self | For the duration of the battle may re-roll one failed Faith difficulty roll per stack (must keep second roll) | Paladin |
Piety | Balance | Code | Faithsworn (Holy) | 1 | instant | immediate | self | Gain one Faith and 2 HP per stack | Paladin |
Rest for the Dead | Balance | Code | Faithsworn (Holy) | 1 | action | immediate | 10" | All undead targets within 10" take 1d6 Holy damage per stack • treat similar to an Invocation power • also renders any recently slain target immunity to undeath for 1 day per stack |
Paladin |
Divine Protection | Balance | Code | Faithsworn (Holy) | 1 | instant | 1 rnd per stack | 10" | Places a divine shield on a single target that mitigates all damage from a single successful hit or half the damage of a critical hit against the shielded target • shield lasts for one round per stack or until consumed |
Paladin |
Righteous Strike | Balance | Code | Faithsworn (Holy) | 1 | action | immediate | melee | Single target melee strike that has does +2 Holy damage per stack for every enemy currently in base contact | Paladin |
Dark Devotion | Balance | Code | Faithsworn (Hell) | 1 | instant | battle | self | For the duration of the battle may prevent faith loss for one failed Faith difficulty roll per stack | Paladin |
Dark Piety | Balance | Code | Faithsworn (Hell) | 1 | instant | immediate | self | Gain one Faith and +2AC per stack | Paladin |
Deathknell | Balance | Code | Faithsworn (Hell) | 1 | action | immediate | 10" | All living targets within 10" take 1d6 Demonic damage per stack and are immune to healing for 1 round per stack • if targets are unconscious they take instead 1d6 damage per stack |
Paladin |
Hell Shield | Balance | Code | Faithsworn (Hell) | 1 | instant | 1 rnd per stack | 10" | Places a shield on a single target that negates all demonic damage for one round per stack. A critical hit destroys the shield but the damage is still negated | Paladin |
Unholy Strike | Balance | Code | Faithsworn (Hell) | 1 | action | immediate | melee | Single target melee strike that has +3 demonic damage per stack against living targets and +6 demonic damage per stack against holy targets | Paladin |
Wild Devotion | Balance | Code | Faithsworn (Primal) | 1 | instant | battle | self | For the duration of the battle after failing a Faith Difficulty roll the caster may act as if they had 3 more Faith than they currently do in the next round only • can be done for one failed Faith difficulty roll per stack |
Paladin |
Wild Reverence | Balance | Code | Faithsworn (Primal) | 1 | instant | 1 rnd per stack | self | Gain one Faith per stack and +2 melee damage for 1 round per stack | Paladin |
Soothe the Savage | Balance | Code | Faithsworn (Primal) | 1 | action | immediate | 10" | Any wild beast within 10" and possessing a Threat Rating no higher than 3 per stack immediately becomes docile or unaggressive and will remain so unless attacked or threatened, typically moving to leave battlefield as quickly as possible | Paladin |
Primal Protection | Balance | Code | Faithsworn (Primal) | 1 | instant | battle | 10" | Places a shield on a single target that negates all magic damage for one round per stack. A critical hit destroys the shield but the damage is still negated. | Paladin |
Savage Strike | Balance | Code | Faithsworn (Primal) | 1 | action | immediate | melee | Single target melee strike that adds +3 physical damage and +20% Overpowering per stack | Paladin |
Willful Exchange | Balance | Code | Faithsworn (Soul) | 1 | instant | battle | self | For the duration of the battle may ignore one failed Faith difficulty roll per stack and make take a different action or instant instead (dependant on if the Faith power was an action or instant) | Paladin |
Mindfulness | Balance | Code | Faithsworn (Soul) | 1 | instant | 1 rnd per stack | self | Gain one Faith per stack and for the duration of the battle also gain +5 Mental Resist per stack | Paladin |
Restoration of Soul | Balance | Code | Faithsworn (Soul) | 1 | action | immediate | 10" | All targets within 10" that belong to the Third Creation (i.e. possess a soul) are healed for 1d4+2 per Stack. No casting/hit roll required, but cannot crit. | Paladin |
Soul Shield | Balance | Code | Faithsworn (Soul) | 1 | instant | battle | 10" | Places a psionic shield on a single target that reduces all physical damage taken by half for one round per stack, but also inflicts 1d12 mental damage to the caster each time it does so | Paladin |
Astral Strike | Balance | Code | Faithsworn (Soul) | 1 | action | immediate | melee | Single target melee strike that ignores 25% of the targets armor per stack. | Paladin |
Keep to the Shadows | Balance | Code | Scoundrel's Code | 1 | instant | immediate | self | Immediately gain 10 stealth per stack (must already be stealthed) | Swashbuckler |
Cower | Balance | Code | Scoundrel's Code | 1 | instant | immediate | self | One enemy per stack that is currently attacking you will lose interest on their next turn and attack or move to attack the next closest enemy target | Swashbuckler |
They Won't Miss It | Balance | Code | Scoundrel's Code | 1 | instant | next crit | self | your next melee or ranged critical hit automatically rewards you 1d4 gold per stack, provided the target would carry currency | Swashbuckler |
Distracting Strike | Balance | Code | Scoundrel's Code | 1 | action | immediate | melee | Single target melee strike that removes the targets dodge contribution to AC, may re-roll one dice/stack | Swashbuckler |
Silver Tongue | Balance | Code | Scoundrel's Code | 1 | instant | 1 rnd per stack | 10" | A single target is charmed and cannot move or take action for one round per stack • damage breaks the charm effect |
Swashbuckler |
Honor in Death | Order | Code | Bushido | 1 | instant | immediate | 10" | taunts up to one enemy per stack (within Range = to their perception) that fails a Resolve test • if the taunted target dies (or is critically injured) while in base contact, gain a free Bushido code stack • if the Samurai dies (or is critically injured) any taunted target (regardless of base contact) takes max damage for the remainder of the battle |
Samurai |
Loyalty | Order | Code | Bushido | 1 | instant | until triggered | 10" | elect a single friendly target, the next time they take damage the Samurai gains a free attack on their next turn, once per stack | Samurai |
Benevolence | Order | Code | Bushido | 1 | instant | immediate | self | Gain 1d2/1d4/1d6 Focus (scaling by # of stacks). Alternatively, a stack can be consumed as a reaction, after taking damage, to prevent Focus loss. | Samurai |
Kamikaze | Order | Code | Bushido | 1 | instant | next strike or unarmed attack | self | If there is more than one opponent and no conscious friendlies within 6" the next strike or unarmed attack does +100% damage per stack (before bonuses) | Samurai |
Precision Strike | Order | Code | Bushido | 1 | action | immediate | self | Single target strike that rolls one extra damage dice per stack, may choose which roll to keep | Samurai |
Commanding Presence | Order | Code | Leader of Men | 1 | instant | battle | 10" radius | While inside the radius, all friendlies (caster not included) receive damage negation (all types) equal to one per stack, for remainder of battle | Knight, Paladin, Wizard, Samurai |
Inspire | Order | Code | Leader of Men | 1 | instant | 1 occurance per stack | 10" | Single target, whenever you successfully hit with a damaging ability the target will auto-hit their next attack, lasts one occurrence per stack | Knight, Paladin, Wizard, Samurai |
Lead By Example | Order | Code | Leader of Men | 1 | instant | next crit | 2" radius per stack | Your next crit will cause all like attacks/abilities from others within radius to have +50% crit chance for one full round | Knight, Paladin, Wizard, Samurai |
Rally the Troops | Order | Code | Leader of Men | 1 | instant | immediate | 2" radius per stack | All fear, stun, immobilizing, blinding, etc, critical miss, or other effects which cause targets to loose control within radius are canceled | Knight, Paladin, Wizard, Samurai |
Firm Resolve | Order | Code | Leader of Men | 1 | instant | battle | self | For the remainder of the battle, for each conscious party member with less Resolve or any unconscious party member (up to a maximum of three) the caster gains a 5% chance per stack to negate any damage that would reduce you below 1HP | Knight, Paladin, Wizard, Samurai |
Payback | Balance | Code | Eye for an Eye | 1 | instant | 1 rnd per stack | self | All attacks you make for one round per stack cannot do less damage than the last attack made on you, up their maximum damage (before crits) | Vigilante, Guardian, Swashbuckler |
Vengeful Strike | Balance | Code | Eye for an Eye | 1 | move & action | immediate | template | consuming counts as move and action, move to end of template, single hit roll vs all targets touched by template, weapon damage + 1x bonuses/stack | Vigilante, Guardian, Swashbuckler |
Just Reward | Balance | Code | Eye for an Eye | 1 | instant | battle | self | For the duration of the battle, receive +10 hit and +10 damage per stack against any enemy that reduced a friendlies HP below zero | Vigilante, Guardian, Swashbuckler |
Make them Pay | Balance | Code | Eye for an Eye | 1 | instant | next attack | 10" | All friendlies' next strike, shot, or unarmed attack receive +10 hit and +1 damage per stack and cannot be blocked, parried, or otherwise negated | Vigilante, Guardian, Swashbuckler |
Vengeance at Any Cost | Balance | Code | Eye for an Eye | 1 | instant | battle | self | For the remainder of the battle, do not lose consciousness when reduced to zero or less HP • death occurs at -10 per stack (ie. 2 stacks -20, 3 stacks -30 etc…) when the battle ends the effect also ends, causing death if current HP are -10 or lower |
Vigilante, Guardian, Swashbuckler |
Servitude | Order | Code | A Power Greater | 1 | instant | immediate | 10" | Immediately cast a buff, blessing, or other benefical power where one additional target can be selected per stack (doe not include healing or shielding powers) | Wizard, Paladin |
Strike of Power | Order | Code | A Power Greater | 1 | action | immediate | 10" | Counts as a strike/shot, no LOS required • 2d8 dam per stack (based in whichever power character uses) |
Wizard, Paladin |
Champion of... | Order | Code | A Power Greater | 1 | instant | battle | self | Select a single eligible Faith Path (i.e. Holy, Demonic, Primal, Psionic) or School of Spirit powers (aka Realm of Origin) to Champion • for the remainder of the battle gain +2 (per stack) to hit, damage, healing, and shielding with those powers • however cannot use any other powers for the duration |
Wizard, Paladin |
Power Bestowed | Order | Code | A Power Greater | 1 | instant | next crit | self | +5% crit per stack with faith or spirit powers, lasts until the next time you crit | Wizard, Paladin |
Immunity | Order | Code | A Power Greater | 1 | instant | 1 rnd per stack | self | Immune to all types of Faith and Spirit powers (including beneficial powers) for one round per stack | Wizard, Paladin |
Come and Get Me | Chaos | Code | Above the Law | 1 | reaction | immediate | self | When an enemy target moves into base contact on their turn, make one attack per stack (out of turn). Must still adhere to 4-3-2 rule (i.e. if activating with 3 stacks would need to be dual wielding) | Vigilante, Guardian, Swashbuckler |
Evade Capture | Chaos | Code | Above the Law | 1 | instant | immediate | self | 25% per stack to break any form of immobilizing effect, whether skill/ability driven or physically occuring (i.e. tied up), can use instant even if not normally able | Vigilante, Guardian, Swashbuckler |
Lawless Strike | Chaos | Code | Above the Law | 1 | action | 1 rnd per stack | melee | Regular melee attack (cannot effect Honor) that increases all damage done on target by 50% for one round per stack | Vigilante, Guardian, Swashbuckler |
Unpredictable | Chaos | Code | Above the Law | 1 | reaction | 1 per stack | self | Gain +10 Dodge per Stack against a single attack OR +2 Block/Parry per Stack against a single attack | Vigilante, Guardian, Swashbuckler |
Mockery of Justice | Chaos | Code | Above the Law | 1 | instant | next strike/shot | self | next strike or shot type attack against targets representing 'the Law', (i.e. guards, bounty hunters, etc…) do +5 damage per stack | Vigilante, Guardian, Swashbuckler |
Brazen Strike | Balance | Code | Sacred Quest | 1 | action | immediate | melee | A main hand melee strike that hits one target per stack (must be in base contact) and adds +1 damage per inch of charge movement | Knight, Samurai |
Ignore Pain | Balance | Code | Sacred Quest | 1 | instant | next attack | self | Reduces damage of next incoming attack by 25% per stack | Knight, Samurai |
Relentless Advance | Balance | Code | Sacred Quest | 1 | instant | 3 rounds | self | Increase movement by +1 per stack for 3 turns | Knight, Samurai |
Stand Aside | Balance | Code | Sacred Quest | 1 | instant | immediate | 10" | Forces a single enemy target to take a Resolve test (-3 Disadvantage for every stack beyond one). If failing it must immedaitely flee its maximum movement (out of turn), and then cannot move on its own next turn. | Knight, Samurai |
Enduring Hunt | Balance | Code | Sacred Quest | 1 | instant | 1+ 1 rnd per stack | self | Become Unyielding and Uncontrollable for the remainder of your turn plus 1 additional turn per stack | Knight, Samurai |
Feudal Strike | Order | Code | Feudal Lord | 1 | action | immediate | melee | A melee strike that converts 10% per stack of your armor into bonus damage and Overpowering %, this effect is doubled if using any two-handed weapon (Strongman Rank 3 negates the multiplier) • if the Feudal Strike misses convert 2% per stack of your armor into Crushing Blow damage (which can stack with weapon based crushing blow damage) |
Knight, Samurai |